The Cannon Tip hit them with L Smart bombs while for lv3 you have to do it quickly with H smart Bombs. L smart bombs to lv3 is a bad idea
Shoutouts to the sexy VF1 soundtrack, I also hope this thread inspires other people to make similar threads for other characters. Ironman looks so fun to use.
havent really looked at many of the mixups here except for the incoming ones (MUST throw those in my game) BUT, IM does have some wesker like resets… ie SB pops people up just like weskers gun and allows IM to 50/50 between throw and j.mmh i think this is alot better than alot of people give it credit for.
anywho just for shits and giggles heres a list that i both use and some that im working on:
modified krispy to L SB then:
airthrow or j.mmh xx whatever (lots of followups to reset air to air combos for IM)
after a near apex height airthrow:
L SB, airdash j.m, j.h (land) go for another airthrow or air to air reset. the reason is for unscaled air to air damage. if goin g for airthrow reset after airthrow just finish the combo as 2 airthrows is good enough.
a new one im working on is after krispy to L SB:
j.m + assist xx airdash down, land then go for ADD high/low mixups
IM has pretty good resets now especially with his ability to cancel his good jumping m into addf or add… basically making it so that when he combos someone into the corner he gets a free “incoming style” mixup without needing a snapin or kill.
-dime
Your H Smart bomb proton cannon pop out is probably going like this, Smart bombs hitting, proton cannon hits, another smart bomb hits, they tech. I have literally never had anyone tech a proton cannon before, hell it might be soft knockdown, and I have called iron man in after dante/zero TAC’s.
Uh, i think I said this, but against tall characters, you can jump forwards Down H, ADD crouch M, or jump forwards Down H -> S. High low fuzzy guard mix up, easy to set up, I don’t THINK it works against everyone.
I still think this character is ass though now =(.
anywho since this is a pressure thread… how about some pressure strings with IM?
ill just go through a bunch of assists and write down what works against non pushblock then i guess we can discover how to beat the inevitable pushblocks.
all pressure strings assume you call assist on the first normal… these have been verified by myself in training mode to allow IM a high/low mixup opportunity assuming the normal parts of the strings werent pushblocked.
also just some general assist theory:
assists in mvc3 seem to be used on offense and defense in 2 primary ways. the first is to just call them at neutral and try to use them as a way in… ie call beam then dash or jump in as it comes out. the other way is to save the assist for when you actually get in and use it as an AG beater. the 2nd way is alot harder to use cause it means that you have to work your way in… BUT ts much more powerful than the first way and its SAFER for your assists as well. sent is generally used as a neutral game assist and he gets happy birthdayd all day long cause he gets called at bad times.
knowing that, IM doesnt really use assists well in neutral game… hes not really fast enough to follow them in or to make calling them less risky cause of the opponent respecting his defense. for this reason i really think IM should be used mostly as a character that calls assists on the offensive during blockstrings… less happy birthdays and if you fuck up you only lose IM not 2 characters. also… justin w seems to like to use his assists mostly like this as well. combofiend seems to use more of them at neutral but hes exceptionally good at not getting 2’ferd even though he calls assists at dangerous times. of course thats because most people that play him are just running away trying not to get styled on… but i digress. anywho… if you find your game lacking you might also find that you may be using one of those styles of assist calling to much. try not to do that.
personally i find in my game and in weaker players games in general that they usually like to call neutral game assists more.
with ammy coldstar:
c.L, c.M, s.H xx fly xx unfly > high/low as coldstar is blocked… works midscreen and in the corner.
with sent:
s.M, s.H xx H unibeam > superjump addf high/low
chun-li:
c.L (fucking LOL) with chun since her lockdown has such little range yet comes out so fast… you dont want to do a long blockstring cause it will push her to far out and she will wiff. also since she hits so fast you dont want to do c.Lx2 as she will combo from that if your L’s hit and you will have a shittily fucked up combo… make no mistake that chuns assist is meant to be blocked…just like IM’s. also note that since only 1 c.L is needed to put the opponent into blockstun long enough for chun to come out and do her thing… this is really powerful for high/low characters. as it means that your opponent has to pushblock the first move everytime if they dont want to be put into a 50/50 everytime they block you upclose… i actually think chuns assist might be super strong after realizing this.
doom hidden missiles:
no clue if im has anything tht will get blocked long enough for missiles to actually start hitting right after opponent comes out of blockstun… so imho any pressure string with missiles in it should be geared toward protecting most of dooms considerable startup time…until at least he releases 2-3 missiles since they combo break if he gets them out.
hmmm… cant rally find anything that looks decent… i hate missiles lol.
anywho just a start, none of this is groundbreaking, jst trying to get thoughts on track, though that chun thing might be really good for high/low monsters… its either 1 low followed by a lockdown 50/50 that they can jump before chun makes contact… or it can be c.Lx3 if you think they are expecting a chun call (they have to stand up to jump meaning they get hit by the c.L’s) its basically just like a command grab mixup in sf4… it may be REALLY good… ooooh im excited)
-dime
ok so, i think ive found 2 great assists for IM:
arthur daggers:
why?
cause it gives im the same things chuns assist gives yet MORE. it comes out just as fast as chuns assist is beter to combo from and if im hits with a c.M then his opponent neutral recovers or backwards recovers they get meatied into daggers on wakeup… which means free high/low. if they block c.m arthur locks down and yes, another free high/low.
this basically means that simply making contact with IM’s c.m is a win condition. thats very strong on paper atleast.
skrull tenderizer: works alot like chun and arthur. only IM can call skrull from far away and launch 2 unibeams that skrull will handle AA for IM if the opponent happened to anticipate and jump towards.
also looks good on paper.
i’ll update with more info when i figure it out.
also just in case anyones wondering the purpose of these types of strings is to make the opponent want to pushblock much more obiously… that way we can beat there obvious pushblocks.
-dime
IM can actually deal with PB alot better in Ultimate because of the new hitbox on his 2A and the fact that he can still confirm into a combo after like 6 2As.
All you do is just stagger the 2A’s a bit, If they try to Push Block and their timing isn’t perfect, then you will stuff their heavy with your 2A and can combo. IM couldn’t do this in the old game because you needed to stay close to do a combo and 2A’s prorated the shit out of them much worse then they do now.
I use c.m, s.h, c.h or fly for pressure with assist. It is not that good at maintaining pressure, although c.h with drones and missile is decent. Stagger c.l mixed with jump ADD m is much better for that but you have to be very close to your opponent.
so far only decent pressure strings i find that are useful in offline play, is box dash medium xx neutral fierce or box dash neutral fierce xx down fierce.
fuck bro i miss cali so much
playin you and josh and link
so you stil playin IM? awesome! it was seeing your IM that made me originally want to play him, so much swag! what are your best mixups right now if you dont mind me asking?
-dime
A video cap of Joker’s repulsor blast + drone tech for those that don’t already know about it.
I know it’s a tad bit late considering your already making the video flyingve, but might be worth just adding in as a “something to think about” clip. Sj forward add j.M is a pretty short ranged crossup overhead that is pretty consistent on characters no shorter than wolverine.
I noticed I was sometimes getting it to cross up on accident on some characters but have you gotten it to some consistency? I only fooled around with it a couple times.
It’s something I’ve been working on and still am but I can definatally get it pretty consistently in the lab. Really just a matter of timing and spacing and knowing when you can go for it and when you cannot. The only real downfall is once again it cannot be don’t in the corner for obvious reasons.
Found something tonight I like for regular jump height AA
[INDENT=1]j.M j.H j.2H Air Dash Forward j.M j.H (land) M H S etc etc[/INDENT]
You have plenty of time to confirm before the air dash forward, works at a distance, and it leads into a pretty nice combo even if you just keep it simple. The only tight timing is between the j.2H Air Dash Forward and j.M, but it’s not as bad as the Krispy Kreme flight -> j.M link, even.
j.H j.2H Air Dash Forward may work too.
i going to try that out. ive been looking for a good air to air for IM.
could someone take a look at this simple corner only reset?
krispy kreme to L smartbombs> call chun legs as recovering from bombs> jump throw> opponent breaks and lands into chun legs> IM gets free high/lowx3 opportunity with the same option on the next combo.
looks good on paper i havent had time to see what happens when IM hits with the airthrow. stupi wife is watching tennis :chainsaw:
-dime
His Wesker-esque resets was something I was working on awhile ago but I realized its rarely necessary, IM with assists breaks 850k free plus DHC can kill most characters even at full life. But honestly it’s pretty GDLK if you pull it off because it pretty much allows no meter kills, which is nice.
Your setup is solid though… Works similar to mine b/c I use(d) cold star.
55:30 and 1:34:50
Video footage of Texas Iron Man player named Danke. Runs Spencer/Iron Man (unibeam)/Doom (missiles). Showed some interesting concepts like using missiles to back up Tony’s super jump ADDF stuff. He was kinda sloppy in his non assist pressure (didn’t have any real hit confirms, spacing was kinda off in general) but I think I’ll like him more if he starts playing and practicing more.
good looking out. I’ll practice it later. The one I copped from another video is really inconsistent so I’ll check it.
You can just do j.h(or j.s) dash j.m, j.h, j.d/h, land into combo. You have more range on this combo or if you anti-air close to the ground with d/h or s, just ADD land into a combo.
If you already used your air dash, you can do something like j.h xx fly. j.m, j.h, j.d/h xx unfly, land into combo.
He’s got easy jump height options for sure, just have to get around to doing them in actual matches.